Game Loop Galaxy Integration

Added sector map in Galaxy tab of in-game menu
Added player flag to Ship (replaces AGM.PlayerEntities)
Refactored sector map to depend on AGM
Moved sector generation to main menu
Main menu now supports resuming previous playthrough
Database and player settings now statically available via AGM
AGM saves current game state in PlayerSettings on exit
Sector generation is now asynchronous
Added progress callbacks to sector gen + progress dialog in menu
Confirmation Dialog / properties panel can now display dynamic text entry
Added zone title to Zone map
Eliminated ZoneData class (properties moved to ZonePack)
Sector, Zone and Entity serialization now fully functional
Entity settings now separate from player settings
Cleaned up old unused networking message classes
Name files now integrated with database cache
Added ability to save/load additive DB cache files in database panel
Cleaned up Wwise sound setup - removed redundant items & fixed spelling errors
Deleted Wwise cache + added to .gitignore
This commit is contained in:
Reinier Vens 2021-03-15 11:40:46 +00:00
commit 73651bf16a
130 changed files with 13423 additions and 4406 deletions

View file

@ -8,7 +8,6 @@ using Unity.Mathematics;
public static class EntitySerializer
{
public static EntityPack Pack(Entity entity)
{
EntityPack pack;
@ -21,9 +20,12 @@ public static class EntitySerializer
pack = new ShipPack
{
Position = ship.Position,
Direction = ship.Direction
Direction = ship.Direction,
IsPlayerShip = ship.IsPlayerShip
};
else throw new ArgumentException("Attempted to pack an instance of abstract class Entity!");
pack.Settings = entity.Settings;
// Filter item behavior collections by those with any persistent behaviors
// For each item create an object containing the item position and a list of persistent behaviors
@ -52,6 +54,8 @@ public static class EntitySerializer
public static Entity Unpack(ItemManager itemManager, Zone zone, EntityPack pack, bool instantiate = false)
{
pack.Settings ??= MessagePackSerializer.Deserialize<EntitySettings>(
MessagePackSerializer.Serialize(itemManager.GameplaySettings.DefaultEntitySettings));
return pack switch
{
ShipPack shipPack => Unpack(itemManager, zone, shipPack, instantiate),
@ -63,8 +67,12 @@ public static class EntitySerializer
private static Ship Unpack(ItemManager itemManager, Zone zone, ShipPack pack, bool instantiate = false)
{
var entity = new Ship(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(pack.Hull) : pack.Hull, pack.Settings);
Restore(itemManager, zone, pack, entity, instantiate);
entity.Position = pack.Position;
entity.Direction = pack.Direction;
entity.IsPlayerShip = pack.IsPlayerShip;
return entity;
}
@ -130,11 +138,9 @@ public static class EntitySerializer
[MessagePackObject]
public class ShipPack : EntityPack
{
[Key(15)]
public float3 Position;
[Key(16)]
public float2 Direction;
[Key(15)] public float3 Position;
[Key(16)] public float2 Direction;
[Key(17)] public bool IsPlayerShip;
}
[MessagePackObject]
@ -147,7 +153,7 @@ public class OrbitalEntityPack : EntityPack
[MessagePackObject,
Union(0, typeof(OrbitalEntityPack)),
Union(1, typeof(ShipPack))]
public class EntityPack
public abstract class EntityPack
{
[Key(0)]
public string Name;